I'm sure many of us have had this fantasy before. Be they actually balanced for the game or ridiculously overpowered to crush the enemy's butts, I've thought them up so many times. Share your fantasies here! Be creative!. Be sure to include such important details as:

- A breakdown of the class' stat caps and what the average growth rates for units might be. You don't have to go until extreme detail and give us numbers (unless you really want to), but give us a basic idea of where this class excels and where they're surpassed.- What weapon and magic type(s) they use in battle. Do they use weapons that are already in the series, or will you introduce something new? If creating a new weapon type, you might want to include a few different examples of the weapon (Iron/Steel/Silver Gun, Pistol, etc for instance).- What classes they promote to or from.- Any skills the class might have, be they existing ones from the series or original.- Does the class ride a mount, be it a horse, pegasus, wyvern or something else?- How units of this class are played, what situations they really shine in, and where they should be kept to the side. - What does this class' critical hit animation look like?- How to members of this class typically dress? - Specify if the class is "serious" or just made as a joke so it can be critiqued appropriately.

Positive feedback is always welcome. If you'd like, you could even create a possible (alternate) promotion for someone else's original class. I'll start off with a few fantasies of my own. These are modeled in the GBA setup, if you were wondering.

Gunslinger

Overview: This is the first of a few classes I created for an FE game in a Victorian steampunk setting. The most noteworthy stats for Gunslingers are Speed and Skill, but Strength and Defense tend to be low, even more so than archers. They trump over bow users in a "Projectile Trilogy" created for this idea, but are at a disadvantage against hand cannons. Compared to Archers, Gunslingers have less power per hit but are faster, more accurate, and more likely to score criticals.Weapons: Guns, obviously, which are ranged weapons mainly fired from two tiles away. So as to not impede on the Wars series, and to keep somewhat with the fantasy setting, this is mostly just handguns from the mid-19th century and earlier. In addition to the standart Iron/Steel/Silver/Brave/Killer fare, there's also the Pistol, which is available early on and has a small critical bonus, similar to Slim weapons and the Shortbow, and the Musket, which can be fired from up to three tiles away like the Longbow. As guns are a recent invention in the game world, there's no "Legendary" gun, but an extremely powerful and unique one is invented by someone toward the endgame. This special gun is called the Oakley Spirit, named after legendary sharpshooter Annie Oakley. Typically, guns have less might than bows but are lighter.Mount: NoneSkills: Gunslingers can use Mortars, which are placed on certain maps. These siege weapons are similar to ballistae, but they can't be moved at all. To offset this, Mortars can fire anywhere from three to twenty tiles away. Each Mortar has five shots before it runs out of ammo. Promoted Sharpshooters have a +15% critical bonus in addition.How it's played: Gunslingers function similarly to Archers in that they are ranged units that need to be protected by other combatants, as they cannot counterattack at melee range. Though they're faster than their bow-wielding counterparts, they've even less durable, so keeping them guardet is key to survival. Because guns have low weights for the most part, even a unit with low Constitution can use some of the more powerful weapons without penalty. The best way to play Gunslingers is to have them augment the damage of a slower character like a Knight who isn't likely to double attack, and have them ready to pick off already weakened foes.Promotion: Gunslingers promote to Sharpshooters, which function similarly but have higher caps, especially for Skill and Speed. Though they are still only capable of using guns, they gain a +15% passive increase to their critical rate. With this bonus, Sharpshooters become much more likely to deal heavy damage (and they'll often be able to doulbe attack thanks to their Speed).Critical Animation: Gunslingers simply twirl their gun a couple of times before firing. Sharpshooters toss their gun up in the air before jumping up themselves to catch it. They fire at the enemy while "floating," then fall back to the ground.Outfit: Gunslingers resemble cowboys in their manner of dress, with wide-brimmed hats, jeans, and riding boots. Generic enemy gunslingers conceal their nose and mouth with a red scarf, in typical Western outlaw fashion.

Cannoneer

Overview: Another serious class from my steampunk idea, Cannoneers are on the opposite end of the spection, with above average Strength, HP, and Defense, but lower Speed, Skill, and Resitance, and have a movement range of 4. They could be considered a ranged version of a Knight in this sense. While they are generally less accurate than Archers and Gunslingers, their attacks do more damage.Weapons: Hand Cannons, which are also strictly ranged. This completes the "Projectile Trilogy." Hand cannons are effective against guns, but take a penalty against bows. Even the common ones are heavy, so a high Constitution is needed to use them without penalty. However, they have the greatest might of any ranged weapon. A special cannon called the Gilded Giant appears later on in the game. Mount: Though Cannoneers do not have mounts of their own, they are considered a mounted unit while riding in a Tank. If they leave the tank this ability is lost until they mount it again.Skills: Cannoneers can uniquely ride Tanks, which are scattered across certain outdoor maps. These function similarly to ballistae, but Cannoneers are considered mounted units while riding in them. This means they gain the Canto skill and a boost to their AId while riding. If the Cannoneer is carrying a rescue unit that could not be carried while unmounted, they will need to drop that unit before they are able to exit the Tank. Promoted Cannon Masters gain acess to Great Shield, granting them a chance to nullify all damage taken for one attack.How it's played: They are unique among ranged units in that they are slow, but sport a lot of raw power and durability. Though they can't counterattack melee, they can survive a few physical blows without a problem, meaning they require less protection than Archers and Gunslingers. Promotion: Cannoneers promote into Cannon Masters. They gain bonuses to HP, Strength, and Defense, as well as higher caps in those areas. They do not gain the ability to use any new weapons.Critical Animation: Cannoneers take a step back and swing the hand cannon behind them before shooting. Cannon Masters stare down their opponents before spinning the cannon around a few times, then fire.Outfit: Most Cannoneers wear military-style uniforms with metal plates covering their weaker points, and a metal helmet. Cannon Masters wear even more sleek, Victorian-styled armor. While the faces of player units are visible, enemy Cannon Masters' heads are entirely concealed by their helmets.

any class currently without staves with staves
or a class with bows an magic (preferably on a horse
the gunslinger class would be pretty awesome if someone decided to made a more modern maybe western like FE game

A footsie class that is prerogative of a character foundable in middle game that can uses all the weapons with C as starting rank for all of them,. starts with 4 different iron weapons to cover the weapon triangle already, very balanced stats at level 1 for a pre-promo unit (like 32 HP, 15-16 in atk, speed, skill, luck, 8 in def and 7 in res), good growths and his sprite/3d model is a mash up of the best you get from the other physica footsie classes. It even obtains more exp than other classes because it's not that good at growhing so he needs more exp to be better in the long run.

Wears magic armor similar to a Knight's bulky armor. Has High levels of Magic, Defence and Res, with slightly lower attack and abysmal SPD with slightly higher luck and mid or high mid ranking SKL.
Proficient with magic and lances. Promotes to Armor Sage which opens up... [I'm not sure. Staves would be a little broken, not sure if more magic types would make sense and he could just gain other weapon types as well.] Innate class skil:Magic weapon mastery. Gives a bonus to items such as the Stun Lance and Rune Sword. Promoted class special skill: Graveat. Upon activation, the unit preforms two strikes on the enemy: one physical, one magical.

I had also come up with a "steampunk" infantry idea. Instead, the steamrifles have unlimited ammo, but have to be "reloaded" every 6 shots. This can be done with the reload command during the player phase. However, at 1-range they can still counter once they're out of ammo with their bayonet, which is sort of like a slim lance. Of course there was a custom made steamrifle for the (totally awesome wyvern riding) Queen character with 10 shots and higher might. I rationalized higher strength means more damage done because it allows more pressure to be built before the steamrifles were shot, therefore doing more damage. It was to be a niche class with only the Queen and the Queen's Guard using steamrifles due to it being very new technology, a FE on the verge of a industrial revolution.

Wears magic armor similar to a Knight's bulky armor. Has High levels of Magic, Defence and Res, with slightly lower attack and abysmal SPD with slightly higher luck and mid or high mid ranking SKL.Proficient with magic and lances. Promotes to Armor Sage which opens up... [I'm not sure. Staves would be a little broken, not sure if more magic types would make sense and he could just gain other weapon types as well.] Innate class skil:Magic weapon mastery. Gives a bonus to items such as the Stun Lance and Rune Sword. Promoted class special skill: Graveat. Upon activation, the unit preforms two strikes on the enemy: one physical, one magical.

I actually have something like this in the Shin Patch. Armoured mages who have Wrath. Their magic isn't stellar but they're pretty annoying, I dubbed them "Troll Mages".

I really like the Armor Mage class. I think that would make a great class for a Lord in a future game with such balanced stats (except speed). I'm also all for the steamrifle idea, though a whole class of weapons with unlimited usages could be a little broken. Anyway, here's another creation of mine. I came up with this idea a while back, but tweaked it a bit. There's definately some inspiration from Final Fantasy Tactics and Pokemon here.

Tamer

Overview: This class has below average stats in all areas, except for a slightly above average Speed rating, though lower than most Thieves. HP and Res are especially horrendous, while Skill, Luck, and Defense growths are slightly better. They make up for their low stats with their ability to capture and tame monsters. Weapons: BowsSkills: - Capture: Attempt to capture monsters in adjacent tiles. The sucess rate depends on the type of monster (more powerful and rare monsters have lower sucess rates), the monster's HP, and the Tamer'sstats. Speed, Skill, and Luck are all considered when capturing a monster. Any one Tamer can have up to three captured monsters at any given time. Certain special monsters, such as Draco-Zombies, as well as bosses cannot be captured. Similarly to attacking, the sucess rate wll be displayed before you confirm the action If a capture fails, the monster will attack if able. As Tamers use bows and captures must be done at melee range, they will not be able to counter. When a monster is captured, any droppable items they're carrying (the ones that glow in the GBA games, for example) will automatically be added to the Tamer's inventory, or if it is full you'll be asked to drop/ send something to storage. Captured monsters will remain with the Tamer even after the battle ends, and can be used any number of times until the are killed or released. If the Tamer is defeated, all of his/her captured monsters will disappear forever unless you restart the chapter. - Deploy: Loose a captured monster into an adjacent, open tile, provided the monster can stand on that terrain. This means monster that fly or swim can be released on squares that the Tamer him/herself can't stand on, provided they are adjacent to a walkable tile. Deployed monsters will fight on the player's side and can be controlled like any other ally unit. However, monsters cannot use items or trade with other units, nor can they rescue or be rescued. If a tamed monster defeats a unit that drops an item, it will automatically be sent to storage. Tamed monsters can gain experience and level up. When a monster defeats an enemy, the Tamer will also receive an EXP bonus. Defeated monsters are lost forever, as with any other unit. However, defeated monsters disappear permanently even on Casual Mode. Only one monster can be deployed per active Tamer; when a monster is out this command changes to Dismiss. - Dismiss: Remove the controlled monster unit from the map. As with deploying monsters, the Tamer must be in a tile adjacent to the monster to call it back. When a monster is dismissed, it retains its current HP any conditions it had while on the field, such as poison or status boosts, but they become "frozen" until the monster is deployed again or the battle ends (that is, the turn count until the condition goes away won't decrease). As with any other unit, tamed monsters are fully healed at the battle's end. This command changes back to Deploy if the active monster is dismissed or defeated. - Release: Return the monster back to the wild or the grave to make room for a new one. This action can also be done from the Preparations screen before a battle starts. As only three monsters can be held at a time, and Releasing consumes a turn, it is reccomended to do this before starting the battle, if you plan on catching any monsters. A released monster will be gone forever, along with the levels it gained. There isn't a "monster bank" like in some games with this dynamic, so think twice before releasing! - Trade Monster: Only appears when two Tamers stand next to each other, or in menu/preparations screens. This allows two allied Tamers to swap or give tamed monsters (provided the receiver doesn't have af full party for giving). How it's played: Tamers are a pretty unique class. As they're not very good at combat themselves and they can't counter at melee range, its best to have them follow behind a stronger unit while you move toward a monster you want to catch. Then you should use that unit to get the monsters HP as low as possible without killing it before going in for the capture. Once you have a monster captured and deployed, you may want to use it to defend the Tamer, but as not all fights contrain monsters to catch, you shouldn't suicide with them unless you can find a replacement right away. Tamed monsters can go as far away from their Tamer as you please, but it's best to keep them within range in case they're low on HP and an enemy is chasing them, so that they can be safely dismissed. Basically, you want to keep the Tamer away from enemies, but not so far behind that his/her monster can't retreat to safety. Promotion: Tamers promote to Beastmasters, upon which their stat caps increase... slightly, and they gain a bonus to Skill and Speed. They also gain a horse upon promotion, increasing their mobility and giving them the Canto skill. However, they are bow-locked and not optmimzed for fighting themselves.Critical Animation: Both Tamers and Beastmasters simply spin their bow before firing a critical shot.Outfit: Tamers wear clothes made from animal skins, adorned with beads and feathers in a Native American style. Beastmasters incorperate even more decorations into the uniform.